Build-A-Body Workshop for Customized Playable Races

Want to play a unique or unusual individual of a new, unknown, or against-type race? You can build your own racial traits here!    

Ability Scores

  Choose one ability to increase by 2 points. Choose a different ability to increase by 1 point.
  • Your abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
  •    

    Size and Speed

      Choose either Medium or Small size.
  • If you're Medium, your default speed is 30 feet.
  • If you're Small, your default speed is 25 feet.
  •    

    Speech

      You can read, write, and speak Common and one other language of your choice.    

    Physical Features

      Choose two of these options:   1. Darkvision
  • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  •   2. Enhanced Darkvision with Sunlight Sensitivity
  • You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  •   3. Elemental Resistance
  • Choose one type of damage that you are resistant to: fire, lightning, cold, acid, or thunder.
  •   4. Antitoxins
  • You have advantage on saves against the Poisoned condition.
  • You have resistance to poison damage.
  •   5. Nimble
  • Your default movement speed is increased by 5 feet.
  • You can move through an occupied space of any creature one or more sizes larger than you.
  •   6. Natural Armor
  • When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
  •   7. Trance
  • To benefit from a long rest, you can spend 4 hours sleeping or meditating instead of 8 hours.
  •   8. Skilled
  • Choose one extra skill proficiency.
  •   9. Naturally Stealthy
  • Choose one:
    1. You can attempt to Hide behind any creature at least one size larger than you.
    2. You can attempt to Hide when only lightly obscured.
      10. Powerful Build
  • You count as one size larger when determining how much weight you can push, pull, lift, drag, and carry.
  •   11. Natural Weapons
  • One part of your body counts as a simple melee weapon in which you are proficient. Choose one:
    1. You have long teeth or sharp horns that can deal 1d4 + your Strength modifier in non-magical piercing damage.
    2. You have hooves or a clubbed tail that can deal 1d4 + your Strength modifier in non-magical bludgeoning damage.
    3. You have claws, quills, or sharp spines that can deal 1d4 + your Dexterity modifier in non-magical slashing damage.
      12. Disciplined
  • Choose one:
    1. You have advantage on saving throws against being Charmed.
    2. You have advantage on saving throws against being Frightened.
    3. You have advantage on saving throws against being Stunned.
    4. You have advantage on saving throws against being knocked Prone.
     

    Nature and Nurture

      Choose one of these options:   1. Innate Magic
  • one cantrip of choice
  • at character level 3, choose one first-level spell of choice to cast once per day
  • at character level 5, choose one second-level spell of choice to cast once per day
  •   2. Weapons Training
  • Choose three proficiencies from any of these:
  • light armor, medium armor, heavy armor
  • shields
  • any simple weapon
  • any martial weapon
  •   3. Jack of All Trades
  • one tool proficiency of choice
  • one cantrip of choice
  • one extra language proficiency of choice
  •   4. Unique Trait
  • Choose only one of these options:
    1. Wings. You have a fly speed equal to your walking speed. You cannot fly while wearing medium armor or heavy armor.
    2. Amphibious. You can breathe both air and water. You have a swim speed equal to your walking speed.
    3. Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is another 1.
    4. Magic Resistance. You have advantage on Wisdom, Charisma, and Intelligence saves vs. spells and magical effects.

    In Conclusion

      When you're done creating your character's racial trait list, you should have...  
    1. One ability increased by 2 points
    2. A different ability increased by 1 point
    3. A size (Small or Medium) and a base walking speed (25 or 30 feet)
    4. Two languages: Common and one other of your choice
    5. Two physical features chosen from the provided 12 options
    6. One nature/nurture feature chosen from the provided 4 options